Base Class: Monk
Monks of History give up their time in order to travel parallel to it and, eventually, transfer it.
Taking this subclass halves your total life expectancy and sets your movement speed to 20.
This subclass CANNOT be taken by anything with a longer lifespan than the general 100-200 years.
The Price of Power
Monks of History give up their time to use it elsewhere when it's needed.
Set your base movement speed to 20ft. This creatures base movement speed CANNOT be increased. (spells can still temporarily increase the creatures speed.)
Decrease your max lifespan by half.
Replace monk movement increase with "The End of The Thousand Mile Journey".
You can use your WIS mod to hit and damage for unarmed attacks. (This will have to happen manually in the character sheet as D&D beyond doesn't support this for some reason)
The End of The Thousand Mile Journey: Lv 3
The Monks of History see time as a series of pictures on a reel where each individual frame is created as the old is destroyed thus making everything anew with every second. Knowing this, they alter the next image by shifting their position slightly to a position they could walk to.
Once per turn, you may teleport a short distance you could walk to In any direction without provoking attacks of opportunity.
This ability is affected by terrain. You still follow the rules of difficult terrain.
This ability replaces the unarmored movement ability and will increase as that ability does.
Historical Punch: Lv 3
This is to replace the basic Unarmed Punch.
Fragmented Time
You can see that time moves in a series of moments and have learned how to use the time you gave up in between the scenes,
Fractured Punch: Lv 3
You can spend a Ki point to allow you to throw two punches in the same time it would take you to throw one as a Bonus Action. These punches may be against separate targets but all targets must be within 5ft of you when the action is taken. At level 10 you may spend an another KI point to throw an additional two punches. At lv 18 increase the amount of punches thrown by this ability from two to three.
Monk Level Scaling: Fractured Punch
10: Change damage die to d8. Max Ki points used, 2
14: Change damage die to d10. Max Ki points used, 2
18: Change damage die to d12. Increase number of punches from 2 to 3. Max Ki points used, 2
A Time And Place For Everything: Lv 3
Everyone only has so much time to do things.
You gain advantage on your next attack when you spend the time to focus on it.
Set your movement speed to 0 until the start of your next turn to gain advantage on your next attack action this turn.
This includes movement from "The End of The Thousand Mile Journey".
This cannot be used in tandem with "Fragmented Time".
Last Second Business
You have spent a time practicing your craft to give you greater mastery over the time allotted to those around you.
Deja Fu: Lv 6
Use a ki point to have your previous attack/damaging move hit again provided that the damage originated from you, if used after an attack that hits multiple times only the last hit will be repeated.
ex: You punch someone off a cliff. The damage you did to punch them off, not the fall damage, will be saved.
Roll to hit but use the damage from your previous attack(s) damage rolls.
This effect uses the same targets as the previous attack(s).
A Shift in Time
Theft and Reallocation of Time: Lv 11
Monks of History are best known for transferring time from less important areas to more important ones. After all, how much time does a fruit fly truly need?
Spend 1 ki point and for the next 10 minutes you deal Necrotic damage and lower the target's max hp by 1/2 as much damage as you deal rounded down (Nothing happens on a successful save).
The amount of max health lost by the target this turn can be given to another target(s) as a bonus action as temporary health which will last until the target's next long rest.
This ability does not work on the dead/undead as they technically have no time to give.
Level Scaling:
17: on a failed save, lower the target's max hp by as much damage as you did.
Con Save: DC is 8 + Proficiency Bonus + WIS mod
A Moment Can Last an Eternity: Lv 11
As an action. Use a ki point and make an attack against your target. The target then makes a saving throw, if they succeed nothing happens. If they fail, they lose their action for the next turn and half their movement as their time gets stolen, the moment passing before their eyes without being able to do anything about it.
INT save: DC is 8 + Proficiency Bonus + WIS mod
The Art of Circular Aging: lv 11
As a reaction. When someone, including yourself, is magically aged you can use a ki point and make a wisdom saving throw to move the time back where it belongs. If multiple people are magically aged, you will have to pick one target for this ability.
WIS save: DC is 15
Surely That Wasn't There Before
Superior Reallocation of Time: Lv 17
Use your action and 3 ki points to mess with the time of a target within 100 ft for up to 5 minutes. During this time you cannot move more than 10 ft a turn. On subsequent turns, should you use another action than this your concentration will fail and will need to activate this ability again to use it.
On a failed CON save:
Steal 10 Years from your target for every turn focusing on it, swiftly aging the target. Gain 10 temporary hp on another target for every turn spent on this. (Does not work on the undead)
The target of the year stealing portion of this ability gains the effects of a long rest, this does not count as magical aging.
CON save: DC is 8 + Proficiency Bonus + WIS mod
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